UnityFS declined

Unfortunately UnifyFS has been declined by the Asset Store moderators due to having the term “Unity” in its name. Apparently this is not allowed since it would lead users into thinking that Unity Technologies was involved during the creation of the Asset.

While I completely understand their reason I could name numerous assets on the Asset Store which do have “Unity” in their name, some of them are even quite successful. But whatever, I can’t change it, and I’ll have to deal with it.

What does this mean for you? Well, it mainly means that you’ll have to wait even longer until the release. I will have to come up with a new name for the Asset, rerecord the tutorial videos and rewrite all demos since they all used the name “UnityFS”.
I will also expand a bit upon the API. I initially planned to release these as an update, but if I have to resubmit the entire asset anyway I may as well just include them. Also with Christmas coming up my time will be even more limited than right now, so you should not expect UnityFS(Or whatever it will be called then) to be released until the start of next moth :)

Since I did not really expect UnityFS to be declined I already started programming on a handy localization tool for Unity (I dropped my custom Inspector since there is no point in developing, when something doing nearly the exact same is already available open source on GitHub – again, shoutout to the Vexe Framework!).

Currently it has support for localized UI Text Components: (derive from “Text”, which makes them very compatible with already existing code)

loc2

The editor looks pretty much exactly the same to the default one, just with some additional features for using LocalizedStrings.

LocalizedStrings can have arguments (Same format as in string.Format) which can either be set in the inspector, or from code:

myComponent.localizedText.SetArguments("Player City");

loc3

LocalizedStrings can also be used outside of LocalizedText components.

LocalizedString myString = new LocalizedString("sMyTestEntry", "World");
Debug.Log(myString);

Prints “Hello World!” to the console. We can also use {**…**} to use other localized data as arguments

LocalizedString myString = new LocalizedString("sMyTestEntry", "{**sGuy**}");
Debug.Log(myString);

Prints “Hello James!” to the console.

Used .ini File:

[General]
sLocaleSubtag=en
sLocaleName=English (English)
[Strings]
sGuy=James
sMyTestEntry=Hello {0}!
sMenu_VillageDesigner_BuildMenu_Headline=Building Construction ({0})

Locales can also be switched during runtime. This last feature is not fully implemented yet. For now I will focus my efforts on re-releasing and updating UnityFS despite lacking the motivation to do the tutorial video again(You have no idea how long it took until I was fully satisfied. Even if you guessed that it took a long time, believe me, it took longer than you would have expected (:).

UnityFS declined

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